To all the folks that are arguing how "just add more pumpjacks!" will make using more efficient recipes pointless, maybe it's time to consider turning biters back on? You're perspective is _way_ out of whack. :D Just "adding more pumpjacks" is a big deal in most game modes.
Try a marathon death ...
Search found 244 matches
- Sat Jul 20, 2019 5:07 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 357653
- Fri Jul 19, 2019 7:23 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 357653
Re: Friday Facts #304 - Small bugs; Big changes
That's a cool side effect I hadn't even thought of! Good call out!Draloric wrote: Fri Jul 19, 2019 7:14 pm 6. Makes an easy way to get Coal Liquification off of the ground, start with basic processing and get a bit of heavy oil going, then switch to coal liquification.
- Fri Jul 19, 2019 6:40 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 357653
Re: Friday Facts #304 - Small bugs; Big changes
Some discussions on the Discord server led to an idea for dealing with the new player issues with oil that I think would work a lot better here. Original credit for the idea goes to Hexicube.
The idea is based on the following assumptions:
* The fundamental problem is that it is difficult for ...
The idea is based on the following assumptions:
* The fundamental problem is that it is difficult for ...
- Thu Jul 18, 2019 8:21 pm
- Forum: Duplicates
- Topic: Objects missing robots/Needed objects changing randomly
- Replies: 5
- Views: 2721
Re: Objects missing robots/Needed objects changing randomly
This is normal. The counts are based on all of the processed ghosts from the oldest unexpired alert to the most recent. Generally this is the last 600ish ghosts processed that'll have active alerts. If you have more than 600 ghosts, then the ones with unexpired/active alerts will always be changing ...
- Sun Jul 14, 2019 2:05 am
- Forum: Ideas and Suggestions
- Topic: Selective Station Enabling
- Replies: 11
- Views: 7046
Re: Selective Station Enabling
... or to add the smallest possible "parts you can put together to build a train controller" into core ...
That is essentially my argument. The problem with other suggestions, and even with mine, tbh, is the approach is backwards. It's "I have a problem here is a solution" rather than "here is ...
- Wed Jul 10, 2019 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Selective Station Enabling
- Replies: 11
- Views: 7046
Re: Selective Station Enabling
Instead of allowing the station to specify a specific Train ID, I think a more flexible solution would be the ability to set conditional orders on the train itself. This has been suggested in the following threads:
That way is better.
The problem with this is that you are limited to ...
- Thu Jul 04, 2019 4:38 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
- Replies: 3
- Views: 4630
Re: [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
Curious. I've edited the original post title and reproduction steps to remove the library parts. Thanks for looking into it!
- Thu Jul 04, 2019 3:44 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
- Replies: 3
- Views: 4630
[kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
I can reliably reproduce this with the following steps:
* Take a blueprint of a train with wagon inventory limits set (the "bar" field in the blueprint json).
* Save the blueprint in your inventory.
* Save the game and reload the save.
* The "bar" field is missing and the deployed train has no ...
* Take a blueprint of a train with wagon inventory limits set (the "bar" field in the blueprint json).
* Save the blueprint in your inventory.
* Save the game and reload the save.
* The "bar" field is missing and the deployed train has no ...
- Wed Jun 26, 2019 8:52 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 7221
Re: [0.17.18] Symlinks in script-output no longer work.
An independently configurable script output path would solve a lot of the issues involving mods with large output like FactorioMaps without requiring sacrificing Lua sandboxing. Perhaps that's an acceptable and hopefully easy to implement compromise?
- Fri Jun 07, 2019 2:53 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 51366
Re: Friday Facts #298 - Demo upgrade for Stable
One thing I truly hate about Destroyer capsules and despite them being awesome even pre-balance is the fact that by the time you deploy your max follower count of them - you literally have about a minute before they start exploding. Also, constant deployment with big pauses between the deploy take ...
- Fri Apr 05, 2019 9:00 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 89275
Re: Friday Facts #289 - Character GUI
Like others have mentioned I would also love it if we could have:
Presets for requests/trash slots, kind of like we have multiple quickbars; a way to define multiple sets of requests/trash and swap between them (I did wonder if that was what those mysterious +/- buttons, marked 9, were in the ...
- Thu Apr 04, 2019 11:31 pm
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 32425
Re: Version 0.17.25
Ouch! I felt that one in my gut even though I was never bit by it. I believe that's one of the nastier bugs I've seen in these notes in some time!FactorioBot wrote: Thu Apr 04, 2019 7:00 pm [*]Fixed that deleting mods would follow symlinks instead of just removing the symlink. (68975)
- Fri Mar 08, 2019 5:47 pm
- Forum: Releases
- Topic: Version 0.17.9
- Replies: 56
- Views: 41565
Re: Version 0.17.9
Changes
Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains ...
- Fri Dec 28, 2018 4:42 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 251949
Re: Friday Facts #275 - 0.17 Science changes
I'll shed a tear as I throw away the low and high tech 120 sci/s blueprints I just made, but it's fine. :D
I have but one request. Please make at least one infinite research require all of the science packs. It would be nice to have something to stress large bases that do bother to make the ...
I have but one request. Please make at least one infinite research require all of the science packs. It would be nice to have something to stress large bases that do bother to make the ...
- Sat Dec 08, 2018 9:04 pm
- Forum: Ideas and Suggestions
- Topic: Selective Station Enabling
- Replies: 11
- Views: 7046
Re: Selective Station Enabling
Perhaps, but I'm trying to keep two things in mind.
First, any new mechanic should be as simple and generic as possible if it's likely to be accepted and implemented at all. This capability is generic enough that it can be used to implement all of those other suggestions, and many more. A generic ...
First, any new mechanic should be as simple and generic as possible if it's likely to be accepted and implemented at all. This capability is generic enough that it can be used to implement all of those other suggestions, and many more. A generic ...
- Fri Dec 07, 2018 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Selective Station Enabling
- Replies: 11
- Views: 7046
Selective Station Enabling
I've looked through the following threads, but I did not see this particular idea in them:
https://forums.factorio.com/viewtopic.php?f=80&t=21899
https://forums.factorio.com/viewtopic.php?f=80&t=30189
Many ideas center on controlling the train and have various implementation complications, but ...
https://forums.factorio.com/viewtopic.php?f=80&t=21899
https://forums.factorio.com/viewtopic.php?f=80&t=30189
Many ideas center on controlling the train and have various implementation complications, but ...
- Sat Nov 24, 2018 6:49 pm
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 57770
Re: Friday Facts #270 - HR Substation & Save/Load overview
First thought: I think labour of love fits better then fun with the machine.
The reason I chose not to nominate Factorio for this category is that I feel it is inappropriate for a game in early access. I also did not nominate any other early access game as well. For such games, continued ...
- Fri Oct 26, 2018 4:35 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 337318
Re: Friday Facts #266 - Cleanup of mechanics
I love all of these, except the fuel efficiency. It made the choice between steel and electric furnaces an interesting and viable one. If you had petrochemical based power, then steel furnaces were in some cases better than electric, while electric becomes fully superior in solar/nuclear builds ...
- Fri Aug 31, 2018 4:20 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 89401
Re: Friday Facts #258 - New autoplace
I agree with a lot of folks here that it was good in 0.12 and that something between 0.13 and 0.15 made the lakes too small and uninteresting.
A man after my own heart, here! 0.12 map gen was by far the best, imo. Although, 0.13-0.15 got a lot better near the end. Shortly after the release of 0 ...
A man after my own heart, here! 0.12 map gen was by far the best, imo. Although, 0.13-0.15 got a lot better near the end. Shortly after the release of 0 ...
- Fri Aug 17, 2018 2:39 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 71149
Re: Friday Facts #256 - The little things 3
Very nice.
The spillage thing is a good change, but there's that part of me that always thinks a lesson hard learned sticks the best. 